Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'promises angelic and his call'.
Other Suggestions:
promise angels and his call
promises angel and his call
promise angel and his call
promise angelic and his call
promised angel and his calls
Spells
Player’s Handbook
You call forth a Celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range and uses the Celestial Spirit stat block. When you cast the spell, choose
Monsters
Curse of Strahd
Angelic Weapons. The Abbot's weapon attacks are magical. When the Abbot hits with any weapon, the weapon deals an extra 4d8;{"diceNotation":"4d8","rollType":"damage","rollAction":"Angelic Weapons
nameless holy figure, whom others call the Abbot, was drawn to the abbey after Saint Markovia died by Strahd's hand. He sought to restore the abbey after it fell to corruption, but was himself
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
also form strong bonds with the elemental powers of Eldraine, allowing the mages to call on forces like the eastern wind or the fiery hearth.
“The high fae are capable of magic that would make
always be repaid, promises must be honored, and outright lies must never be spoken (though misdirection and riddles are always welcome). To amuse themselves over the long centuries of their lives, high fae
Summon Celestial
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Tasha’s Cauldron of Everything
You call forth a celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range. This corporeal form uses the Celestial Spirit stat block. When you cast the
Spirit Guardians
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are
magic-items
Dungeon Master’s Guide (2024)
).
Call Undead. While holding the wand, you can take a Magic action to conjure 15 Skeleton;Skeletons and 15 Zombie;Zombies. These Undead magically rise up from the ground or otherwise form in
everything in the multiverse. The wand is cruel, nihilistic, and bereft of humor.
To further Orcus’s goals, the wand feigns devotion to its current user and makes grandiose promises that it has no
Wand of Orcus
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
spells using 2 fewer charges (minimum of 0).
Call Undead. While you are holding the wand, you can use an action to conjure skeleton;skeletons and zombie;zombies, calling forth as many of them as you
user and makes grandiose promises that it has no intention of fulfilling, such as vowing to help its user overthrow Orcus.
Destroying the Wand. Destroying the Wand of Orcus requires that it be taken to
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Spirit Guardians 3rd-level conjuration Casting Time: 1 action Range: Self (15-foot radius) Components: V, S, M (a holy symbol) Duration: Concentration, up to 10 minutes You call forth spirits to
protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Spirit Guardians 3rd-level conjuration Casting Time: 1 action Range: Self (15-foot radius) Components: V, S, M (a holy symbol) Duration: Concentration, up to 10 minutes You call forth spirits to
protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Spirit Guardians 3rd-level conjuration Casting Time: 1 action Range: Self (15-foot radius) Components: V, S, M (a holy symbol) Duration: Concentration, up to 10 minutes You call forth spirits to
protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Spirit Guardians 3rd-level conjuration Casting Time: 1 action Range: Self (15-foot radius) Components: V, S, M (a holy symbol) Duration: Concentration, up to 10 minutes You call forth spirits to
protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
, call the Noble Jewel—once the royal palace—their headquarters. Occasionally, Atash appears on the palace’s garden terrace to issue a proclamation, much like the rulers who preceded him. Ruz Bazaar
the nation’s curfew is not enforced. Free thinkers gather at aged teahouses, discussing philosophy as they sip from steaming cups, and acting as secret missionaries who dare to defy angelic law. The
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
, call the Noble Jewel—once the royal palace—their headquarters. Occasionally, Atash appears on the palace’s garden terrace to issue a proclamation, much like the rulers who preceded him. Ruz Bazaar
the nation’s curfew is not enforced. Free thinkers gather at aged teahouses, discussing philosophy as they sip from steaming cups, and acting as secret missionaries who dare to defy angelic law. The
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Meeting the Governor Governor Isabela Folcarae (lawful good, human bandit captain) receives the characters shortly after they call at her mansion. Read or paraphrase the following text to begin the
about its inhabitants or dangers—she doubts it even exists. In exchange for Juliana and Orlando’s safe return, she promises a reward of 5,000 gp.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Meeting the Governor Governor Isabela Folcarae (lawful good, human bandit captain) receives the characters shortly after they call at her mansion. Read or paraphrase the following text to begin the
about its inhabitants or dangers—she doubts it even exists. In exchange for Juliana and Orlando’s safe return, she promises a reward of 5,000 gp.
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Summon Celestial Level 5 Conjuration (Cleric, Paladin) Casting Time: Action
Range: 90 feet
Components: V, S, M (a reliquary worth 500+ GP)
Duration: Concentration, up to 1 hour
You call forth
a Celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range and uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or Defender
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Summon Celestial 5th-level conjuration Casting Time: 1 action Range: 90 feet Components: V, S, M (a golden reliquary worth at least 500 gp) Duration: Concentration, up to 1 hour You call forth a
celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range. This corporeal form uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Summon Celestial Level 5 Conjuration (Cleric, Paladin) Casting Time: Action
Range: 90 feet
Components: V, S, M (a reliquary worth 500+ GP)
Duration: Concentration, up to 1 hour
You call forth
a Celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range and uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or Defender
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Planetar Planetars act as the weapons of the gods they serve, presenting a tangible representation of their deities’ might. A planetar can call down rain to relieve a drought, or can loose an insect
(15,000 XP)
Angelic Weapons. The planetar’s weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack).
Divine
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Summon Celestial 5th-level conjuration Casting Time: 1 action Range: 90 feet Components: V, S, M (a golden reliquary worth at least 500 gp) Duration: Concentration, up to 1 hour You call forth a
celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range. This corporeal form uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Planetar Planetars act as the weapons of the gods they serve, presenting a tangible representation of their deities’ might. A planetar can call down rain to relieve a drought, or can loose an insect
(15,000 XP)
Angelic Weapons. The planetar’s weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack).
Divine
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
: Concentration, up to 1 hour
You call forth a Celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range and uses the Celestial Spirit stat block. When you
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
lizardfolk. Even though any information the characters might bring back is truly of little value, the council is pleased with whatever report they provide and promises to make good on their reward. In
consternation, decide to consider the characters’ actions an honest — if uncivilized — mistake. They agree to accept the town’s help in the looming conflict. Then they call upon the council to again enlist
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
lizardfolk. Even though any information the characters might bring back is truly of little value, the council is pleased with whatever report they provide and promises to make good on their reward. In
consternation, decide to consider the characters’ actions an honest — if uncivilized — mistake. They agree to accept the town’s help in the looming conflict. Then they call upon the council to again enlist
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the rich fishing grounds along the coast. Trade ships from near and far have been using the docks to unload their goods, and lately more ships have come to call as the dwarven mining operation grows
. Smuggling has also long been a profitable business here. The dwarven mining operation promises to bring about a rapid growth in Saltmarsh’s fortunes. Whether that’s a good or a bad thing depends on
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the rich fishing grounds along the coast. Trade ships from near and far have been using the docks to unload their goods, and lately more ships have come to call as the dwarven mining operation grows
. Smuggling has also long been a profitable business here. The dwarven mining operation promises to bring about a rapid growth in Saltmarsh’s fortunes. Whether that’s a good or a bad thing depends on
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
The Abbot No creature in Barovia is older than the master of the Abbey of Saint Markovia in Krezk. This nameless holy figure, whom others call the Abbot, was drawn to the abbey after Saint Markovia
ladylike conduct so that “she” can be formally presented to Strahd and win his love. Strahd has no interest in a flesh golem bride, but he enjoys corrupting this once angelic being and driving the Abbot
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
The Abbot No creature in Barovia is older than the master of the Abbey of Saint Markovia in Krezk. This nameless holy figure, whom others call the Abbot, was drawn to the abbey after Saint Markovia
ladylike conduct so that “she” can be formally presented to Strahd and win his love. Strahd has no interest in a flesh golem bride, but he enjoys corrupting this once angelic being and driving the Abbot
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
mangrove swamp or brave a trap-filled boggy ruin, the experience promises to be a deadly affair. Map 5.2: black dragon lair View Player Version Black Dragon Lair Features The black dragon lair
of knights kneeling before angelic beings line the stairwell. Tower Top. The dragon’s true hoard is kept safely at the top of the crumbling tower, where the dragon enjoys perching and staring out into
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
campaign. Whether this is your first time testing your mettle against the Cult of the Dragon or you’re prepared to take on Tiamat once more, Tyranny of Dragons promises a challenge like no other. Do you have what it takes to call yourself a true dragon slayer? The fate of the Realms hangs on your answer.
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
rituals with the weakened elder brain. The three mind flayers eventually heard a strange psychic call from a Far Realm godlet called Ilvaash, the Dissonant Psyche. Singing a siren song made up of profane
in turn adopting new personalities that set them apart from their ilk. The fanatics’ plan hinges on the transformation ritual, as it promises to provide the beginnings of a new mind flayer empire on
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
campaign. Whether this is your first time testing your mettle against the Cult of the Dragon or you’re prepared to take on Tiamat once more, Tyranny of Dragons promises a challenge like no other. Do you have what it takes to call yourself a true dragon slayer? The fate of the Realms hangs on your answer.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
(minimum of 0). Call Undead. While holding the wand, you can take a Magic action to conjure 15 Skeletons and 15 Zombies. These Undead magically rise up from the ground or otherwise form in unoccupied spaces
cruel, nihilistic, and bereft of humor. To further Orcus’s goals, the wand feigns devotion to its current user and makes grandiose promises that it has no intention of fulfilling, such as vowing to help
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
rituals with the weakened elder brain. The three mind flayers eventually heard a strange psychic call from a Far Realm godlet called Ilvaash, the Dissonant Psyche. Singing a siren song made up of profane
in turn adopting new personalities that set them apart from their ilk. The fanatics’ plan hinges on the transformation ritual, as it promises to provide the beginnings of a new mind flayer empire on
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
(minimum of 0). Call Undead. While holding the wand, you can take a Magic action to conjure 15 Skeletons and 15 Zombies. These Undead magically rise up from the ground or otherwise form in unoccupied spaces
cruel, nihilistic, and bereft of humor. To further Orcus’s goals, the wand feigns devotion to its current user and makes grandiose promises that it has no intention of fulfilling, such as vowing to help